Try-04: Lonely Civs and Bismarck the Builder

If we're chopping the GW, why do we care about fogbusting?

Regardless, I do agree that the stone city should be #1, followed by the site you have for the horse/pig/clam/fish - that will be a great site for running an early SE (GP farm too)
 
Lurker comment :): really this land is amazing... don't build too many wonders... the land is prime quality and is waiting to be settled!
have fun!

Cheers
 
Ok, played 20t. Finished researching BW>Wheel>Masonry and scouted out the island. We have copper to the East

Civ4ScreenShot0002.jpg


So there's a settler waiting to go.
 
Fascinating... I've got it. Let me take a look at the save. Which site are we heading for first? If we chop out the GW, that fulfills the classical age wonder (I think it is the classical age right?). The problem with settling the stone is that it has basically no food, and it will set us back a while in comparison with other sites.
 
Stone (settle 1N of it) has corn, and I'd like to use it to build the Pyramids, even though we are also wanting the great wall. As mentioned, I think a SE is the way to go for our early game here and running Representation is :goodjob: for that.

I think our second settler should be to the east, for the pig/fish/clam/horse city.
 
Sorry for the delay guys, but I just got around to this, been a busy week. Before I started, I wanted to clear something with you guys, since a settler is already available.

We want to settle the stone first for a GW and Mids, so I understand we'll need the stone in the initial 8 of the city. However, I'm not really that enthusiastic about the placement of the city as it is. Allow me to throw up a dotmap to explain myself.

dotmap-1.jpg


Basically, I see the stone as our sacrificial city (black dot). It's sole purpose is to get us the stone quickly. Therefore, I'd rather drop it in the desert where it cannot intrude as much on other (useful) cities' BFCs. Note that I moved the city at the river bend up another square onto a spice (red dot). I feel that this is a much stronger site, as it gets no dead tiles, has 6 uncontested hills, and more river restate for watermills/levees later on. It also does not waste any flood plains.

I dropped some other dots as well, in an attempt to maximize land usage based on available food. Sorry I was not able to get to this earlier. I'll play it today if I get a reply or two, at latest tomorrow.
 
I like the idea behind moving the stone city to black dot, and red dot looks good as well. Give me a moment (well, might be 30 mins 'cause the wife is poking me) to come up with a more coherent reply on the rest of it.
 
Black and red look good.

In view of the relative lack of Rivers on our Island (and the need for commerce even when running SE) Red should probably focus on Cottages.

Ralph
 
dotmap1.jpg



So - stone city first, GP farm second. 3 food resources, plus horse for a +3 hammers tile for a little production (plus the 1f/2h plains forest) - yeah, we don't use all the tiles around there, but they're just plains for the most part, and if we want to squeeze another city between the stone and the GP farm (which should be running specialists more than working tiles really) we can.

Third is the 'red dot' city with ?4? flood plains and a crapload of hills. With the corn, and +1 extra food per cottaged FP, it's pretty much a perfect hybrid. Early focus commerce + small hammers to build infrastructure, and as it grows we just keep adding more hammers. :goodjob:

The north half of our land screams commerce cities, and the corn/clam/dye site just to the NW of our capitol has hills that we can mine early and then convert to windmills later :goodjob:

What S.ilver had as blue dot is a great production site - good food (2 fish and pigs) and we can run mines/workshops on the hills/plains. Awesome :goodjob:

We can also squeeze in another commerce site near the western horse, either 1S or 1W of it, I think - mostly grassland or coastal tiles, but it has 2 forested plains hills for hammers so it can build infra in a decent timeframe. However I see that as a much later site to worry about.


For the plan now (feel free to disagree of course), I think we should settle the stone site, chop the GW in Berlin while the stone is getting up and running, scoot out a 2nd settler to get the GP farm going, and then build the pyramids as fast as we can.
 
Sounds good. We don't need to race for the sites, but getting them up in a timely fashion would be good. I'll play the set now, stone first, a mere 3 road tiles away.

RE: Red Dot, when I designated it as production, I meant for late game. The river + massed hills starts rolling around levees and railroads. We could do some commerce there in the early game, although by end game, we'll have enough commerce coming in from the jungle belt area to dedicate it to full time production (a great wonderburg it will be).
 
2400BC (40):

Preflight check. We have an unmoved settler in Berlin. Stone city is first, so put a scout on top of the hill beside the city site to fogbust. Move the settler towards the site too.

At Berlin, we have growth in 6 and an archer in 2. Archer will be in 1 if we can cobble together one more hammer. I could do that by stagnating Berlin, but that doesn't help matters. Neither does cutting 2 commerce by not working the clams. So we'll stay with the archer in 2.

2360BC (41):

In the inturn, the warrior survives an attack by the panther. The lions do not attack the scout. Yay.

2320BC (42):

The scout gets attacked this turn and also lives. We celebrate.

The archer is done, and Hamburg is founded on the stone city location.

Spoiler :
set1hamburg-1.jpg


I dial another worker in Berlin in 4 turns, and move the scout into Hamburg. We dial a 15 turn worker there. City needs culture, but we have no means of getting it yet.

2280BC (43):

Lions appear by the southern scout as it moves towards the fog.

2240BC (44):

We get attacked and win with 0.3 health. Woody2 promo!

Oh, and Stonehenge is BIAFL.

The worker finished the mine this turn and I dial for a road since we will need one anyways.

2200BC (45):

Nothing...

2160BC (46):

We are done the road and I move to the corn, and it seems we don't have Agri yet >.< That could be a minor problem in the future. I dial for a road anyways since we need to connect this place.

Worker done in Berlin, and I send him to the plains hill to build yet another road length there.

Berlin wants to know what we should build, and I'm a fan of settlers, so I dial another.

2120BC (47):

Spoiler :
set1masonry-2.jpg


I dial for Agri, as we need Pottery to leverage the whip (and our massive food surplus) to help us with our expansion.

2080BC (48):

Quarrying the stone starting this turn... The road to Berlin is also complete, and we will begin chopping next turn.

2040BC (49):

Nothing this turn. Contemplating the 2 pop whip on the settler, but I don't know how many hammers that contributes to overflow.

2000BC (50):

Ok, so I'm at 58/100 hammers, with 13 coming in next turn, which leads to 71 hammers. Seems like a good time to whip (although I don't remember how many hammers the citizens give!).

I 2 pop whip the settler.

1960BC (51):

Settler is done, growth in 2, 42 hammers towards the Great Wall. Nice.

The south scout again blunders into a lion...

1920BC (52):

We get a border pop in Berlin, and the scout barely survives at 0.2 health... barbs coming soon...

Chop goes in and 31 hammers go towards the wall this turn.

1880BC (53):

Spoiler :
set1agri.jpg


Pottery is long overdue, so I dial it.

Well, with Pottery in, I'm going to hand the game over here. Stone city is set up and the settler is ready to found the GP city next turn.

The worker that just finished the chop last turn has not moved. I've got two trains of thought here.

-We could chop another forest to put another 20 hammers towards the GW. This would get it done faster and get us doing other stuff sooner. Barbs should be spawning (2000BC usually right?), so we need it up ASAP if we want to continue to skimp on military.

-The GW is due in 11 turns, but Berlin gets growth in another 4 to work another hill. With us being industrious, me managing to get the whip overflow right, along with one forest already being contributed towards the wall, I consider it highly unlikely that we will lose the GW. It's only turn 53 (although I am no longer that familiar with normal speed), and we are about to have 3 cities, along with having a wonder. Stonehenge fell, but it usually does so early, so I am not too concerned. We may be better off using the worker turns to actually improve the GP city.


Oh, I'll need to be put on skip for the Christmas holidays, as I'll be out of town. I don't know if I'll have an internet connection, so I likely won't be able to play while I'm gone. I'll chime in if I can though.
 

Attachments

This is my 'got it' for tonight, I think the path is pretty clear but if any of the team wants to give some input before then, feel free!
 
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